Definitions¶
Authoritative glossary for SectorWars 2102. When other docs reference a term, this is what it means.
Sections: 1. Terminology — universe structure, entities, AI, governance. 2. Game Rules — turn economy, combat, trading, colonization, balance. 3. Resource Types — commodities and strategic resources. 4. Ship Types — ship classes and stats. 5. Galaxy Components — galaxy → region → zone/cluster → sector hierarchy.
Terminology¶
Universe hierarchy¶
Galaxy
└── Region (Central Nexus | Terran Space | Player-owned)
├── Zone (security/policing) ── orthogonal ──┐
└── Cluster (navigation grouping) ───────────┤
└── Sector ──────────────────────────────┘
A sector belongs to exactly one zone (security ranges) and exactly one cluster (proximity grouping). Boundaries can cross.
Galaxy¶
The full game universe. Default seed = Terran Space (300 sectors) + Central Nexus (5,000 sectors); player-owned regions add 100–1,000 sectors each via subscription.
Region¶
Three types:
- Central Nexus (central_nexus) — 5,000 sectors, single zone "The Expanse" (policing 3, danger 6). Sparse infrastructure (5% station density, 10% planet density, 0.3× warp density). Universal hub.
- Terran Space (terran_space) — 300 sectors default, three zones (Federation/Border/Frontier in thirds). Standard density (15% stations, 25% planets, 1.0× warps). New-player starting region.
- Player-Owned (player_owned) — 100–1,000 sectors, three zones by default but customizable. $25/month ownership, $5/month citizenship. Owner sets governance, taxes, PvP rules, etc.
Code: services/gameserver/src/models/region.py, services/gameserver/src/services/galaxy_service.py.
Zone¶
Security/policing band defined by sector-number range within a region. Four types:
| Zone | Policing | Danger | PvP |
|---|---|---|---|
| EXPANSE | 3 | 6 | Open |
| FEDERATION | 9 | 1 | Restricted |
| BORDER | 5 | 4 | Limited |
| FRONTIER | 2 | 8 | Unrestricted |
Terran Space and player regions split sectors as Federation 33% / Border 34% / Frontier 33% (galaxy_service._generate_zones_for_region).
Cluster¶
Navigation grouping of nearby sectors (typically 10–25; auto-calculated 50/cluster for Terran, 250/cluster for Central Nexus). Cluster types: Standard, Resource Rich, Population Center, Trade Hub, Military Zone, Frontier Outpost, Contested, Special Interest.
Approximately 20% of clusters carry nebula properties (defined at the cluster, not sector). Six nebula types: Crimson, Azure, Emerald, Violet, Amber, Obsidian — see Galaxy Components.
Sector¶
Lowest navigable unit. Sector 1 of every region holds a population hub planet plus a Class-0 station. Special types: NORMAL, NEBULA, ASTEROID_FIELD, BLACK_HOLE, RADIATION_ZONE, WARP_STORM. Most generated sectors (~85%) are NORMAL.
Code: services/gameserver/src/models/sector.py.
Warp Tunnel / Warp Gate¶
- Natural warp tunnel — pre-existing FTL connection, must be discovered. Most are bidirectional. 1 turn to use. See galaxy/sectors.md.
- Player warp gate — artificial one-way structure. Built by sacrificing a Warp Jumper plus 5 Quantum Crystals (= 25 Quantum Shards), 100k–500k credits, and 7–14 real-time days. Two gates required for round trips. 0 turns to use (vs 1 for natural). See galaxy/warp-gates.md.
Code: services/gameserver/src/models/warp_tunnel.py, movement in services/movement_service.py.
Quantum Jump¶
Special ability of the Warp Jumper ship — directional jump of 5–10 sectors with a 24-hour cooldown. Different from gate travel: ship-based, not infrastructure-based.
Ship¶
Player vessel. Each carries cargo, drones (0–12), Genesis Devices (0–5), with shields (150–900) and hull (200–900). See Ship Types.
Escape Pod¶
Indestructible failsafe craft. Every player has one. On ship destruction the player is ejected to it, retains all credits (credits are virtual), loses all cargo. Can dock with a teammate's ship for free transport. Pod movement consumes substantially more turns than a normal ship.
Planet¶
Colonizable celestial body. Eight types (Terra, M/L/O/K/H/D/C-class) with different habitability, growth rate, and resource multipliers. See planets/colonization.md.
Port (Station)¶
Trading station. Class 0–11 determines what it buys/sells. The codebase calls these stations; the term port is synonymous in user-facing docs. See economy/trading.md.
Drone¶
Autonomous combat or utility unit. 1,000 credits each at military stations. Types: combat, defense, mining, scout, research. Ships have type-specific drone capacity; sectors and planets can host deployed drones. See gameplay/combat.md and galaxy/sectors.md.
Code: services/gameserver/src/models/drone.py, services/drone_service.py.
Genesis Device¶
Planet-creation tool. Three tiers (basic/enhanced/advanced); advanced sacrifices a Colony Ship for an instant Settlement-phase colony. See galaxy/genesis-devices.md.
Credits¶
Universal currency. Stored on the player record, never on the ship — never lost on destruction.
ARIA (Adaptive Reactive Intelligence Assistant)¶
Per-player AI companion. Tracks consciousness levels (1–5) and bonus multipliers (1.0×–1.5×) that affect turn regeneration and trading. Used heavily in first login (as the security guard) and in trading/haggling. Stored on Player.aria_* columns. See gameplay/aria-companion.md and gameplay/first-login.md.
Faction¶
NPC organization. Six designed factions (Terran Federation, Mercantile Guild, Frontier Coalition, Astral Mining Consortium, Nova Scientific Institute, Fringe Alliance) plus hostile-only Pirates. Reputation scale per-faction is −1000 to +1000. Rivalries: Federation↔Fringe (combined cap 800), Mercantile↔Shadow Syndicate (cap 600). See services/faction_service.py and gameplay/faction-lore.md.
Personal Reputation¶
Player alignment, separate from faction standing. Range −1000 to +1000, eight tiers from Villain (−1000) to Legendary (+1000). Updated by combat actions (e.g. attack innocent: −100, kill escape pod: −500, defeat bounty target: +100). See services/personal_reputation_service.py and gameplay/ranking.md.
Military Rank¶
Achievement-based progression, 18 ranks across five tiers (Enlisted/NCO/Warrant/Officer/Flag). Earned by accruing rank points; ranks are never lost. Trading bonus ranges 0%→+50% from Recruit to Fleet Admiral. See gameplay/ranking.md.
Team¶
Cooperative alliance. Default cap 4 players (configurable per-team via max_members). Team creation costs 10,000 credits. Roles: Founder, Officer, Veteran, Member, Recruit. Shared treasury holds 12 resource types. See gameplay/factions-and-teams.md.
Fleet¶
Multi-ship combat formation owned by a team. Five formations (Standard / Wedge / Defensive / Offensive / Scatter) with per-formation modifiers. Code: services/fleet_service.py.
Game Rules¶
Turn economy¶
- Daily allocation: 1,000 turns, regenerated continuously (not as a daily reset). Base rate ≈ 1000 / 86,400 s ≈ 0.0116 turns/s, modified by
aria_bonus_multiplier(1.0×–1.5×). - No carryover: pool capped at
Player.max_turns(default 1,000). - Costs (canonical):
- Travel between sectors: 1 turn (modified by ship speed; escape pod is much higher).
- Dock / undock: 1 turn each.
- Trading while docked: 0 turns.
- Ship upgrades, defending: 0 turns.
- Combat initiation: variable (read from
ShipSpecification.attack_turn_costof the defender's ship type — minimum 2; an escape pod's cost is intentionally enormous to discourage pod-killing). - Sector-drone attack: 2 turns.
- Planet/port attack: 3 turns.
Code: services/movement_service.py, services/combat_service.py.
See gameplay/turns.md for full action cost matrix.
Combat¶
- Defending costs zero turns; attackers pay turns.
- Resolution mixes drone counts, ship-type matchup multipliers (e.g. DEFENDER vs CARGO_HAULER = 1.5×; CARRIER vs SCOUT = 1.8×), weapon types (laser/plasma/missile/emp with shield/hull effectiveness ratios), shields, hull, RNG.
- Ship destruction → escape pod, all credits retained, all cargo lost.
- Combat hooks award rank points, update ARIA consciousness, run bounty/reputation logic, and trigger medal checks.
See gameplay/combat.md.
Trading¶
- Each station has a class (0–11) determining the commodity buy/sell pattern.
- Prices computed dynamically from supply ratio:
midpoint = base_price × (1.5 − supply_ratio), with a 15% spread (SELL_SPREAD = 1.15,BUY_SPREAD = 0.85). Result clamped to spec ranges. - Trading while docked is instant (0 turns); dock/undock cost 1 each.
See economy/trading.md.
Colonization¶
- 10,000 colonists + 10,000 credits to establish a basic outpost.
- Population purchased from each region's Sector 1 (price clamped 30–80 cr/unit). 1 cargo space per population unit.
- Genesis Device alternative: see galaxy/genesis-devices.md.
Player progression¶
Tracked via credits, planets owned, citadel levels, ports owned, ships, faction reputations, personal reputation, military rank. See gameplay/ranking.md.
Resource Types¶
Codebase uses lowercase_underscore commodity names consistently.
Core trading commodities (7)¶
| Commodity | Price range (cr) | Role |
|---|---|---|
ore |
15–45 | Construction baseline |
organics |
8–25 | Survival, colonization |
gourmet_food |
30–70 | Premium colony enhancement |
fuel |
20–60 | Ship & station propulsion |
equipment |
50–120 | Manufactured goods |
exotic_technology |
150–300 | Advanced tech components |
luxury_goods |
75–200 | High-margin volatile market |
Ranges enforced in services/trading_service.py:COMMODITY_PRICE_RANGES.
Strategic resources¶
colonists— population units, 30–80 cr/unit. Sold only at each region's Sector 1 hub. 1 cargo each.combat_drones— 1,000 cr each at military outposts.quantum_shards— found in nebulae (mostly Crimson). Five → one Quantum Crystal at a Class 7+ assembler.quantum_crystals— required for player warp gates (5 per gate).
Rare materials¶
prismatic_ore— superior hull reinforcement; ~1 in 10,000 asteroids.photonic_crystals— sensor/weapon enhancement; only in specific nebula types.
Genesis Devices¶
Tracked separately, not as cargo. See galaxy/genesis-devices.md.
Ship Types¶
Nine types in code (models/ship.py:ShipType): ESCAPE_POD, LIGHT_FREIGHTER, CARGO_HAULER, FAST_COURIER, SCOUT_SHIP, COLONY_SHIP, DEFENDER, CARRIER, WARP_JUMPER.
| Ship | Cost (cr) | Cargo | Drones | Genesis | Speed (sec/turn) | Shields | Hull |
|---|---|---|---|---|---|---|---|
| Escape Pod | — (issued) | 0 | 0 | 0 | very low (high turn cost) | 150 | 200 |
| Light Freighter | 10,000 | 500 | 2 | 0 | 1.0 | 300 | 400 |
| Fast Courier | 30,000 | 200 | 0 | 0 | 2.0 | 200 | 300 |
| Scout Ship | 25,000 | 100 | 1 | 0 | 2.5 | 150 | 200 |
| Cargo Hauler | 50,000 | 1,000 | 2 | 2 | 0.5 | 400 | 600 |
| Defender | 70,000 | 400 | 6 | 3 | 1.0 | 700 | 800 |
| Colony Ship | 100,000 | 1,000 | 2 | 5 | 0.4 | 400 | 600 |
| Carrier | 150,000 | 800 | 12 | 5 | 0.75 | 800 | 900 |
| Warp Jumper | 500,000 (built only) | 200 | 0 | 1 | jump-only | 500 | 600 |
Numbers above match core/ship_specifications_seeder.py:ShipType definitions. Per-ship Genesis capacity: Cargo Hauler 2, Colony Ship 5, Defender 3, Carrier 5, Warp Jumper 1. The Advanced Genesis tier sacrifices the Colony Ship and only consumes 1 advanced device.
🐛 Bug — Escape Pod hull / shield divergence. The seeder ships Escape Pod with
hull_points: 150andmax_shields: 100. The design target above ishull 200 / shields 150per legacy spec. Bring the seeder values up to match.
Special abilities: - Light Freighter — Versatile Configuration (no mechanical bonus). - Cargo Hauler — Cargo Compression (+15% storage). - Fast Courier — Stealth Systems (25% pirate-encounter avoidance). - Defender — Shield Projection. - Carrier — Fleet Coordination (+20% to nearby allies). - Colony Ship — Terraforming Modules (−30% Genesis sequence time). - Scout Ship — Advanced Sensors. - Warp Jumper — Quantum Jump (5–10 sector directional, 24h cooldown). Craft-only.
Insurance: BASIC (50% / 5% deductible), STANDARD (75% / 10%), PREMIUM (90% / 15%) — models/ship.py:InsuranceType.
Galaxy Components¶
(Compact reference; see galaxy/generation.md for the generation procedure.)
Galaxy¶
Universe-level container. ~5,300 starting sectors; expandable via player-owned regions purchased through PayPal subscriptions. Density defaults: 15% station / 25% planet / 10% one-way warps.
Region¶
See Terminology > Region.
Zone¶
Security boundary; assigned by sector-number range within a region. Determines policing, danger, PvP rules, NPC patrol density.
Cluster¶
Proximity-based grouping of 10–25 sectors. Carries nebula properties when applicable.
Nebula (cluster property)¶
| Type | Color | Quantum field | Primary resource | Notable effect |
|---|---|---|---|---|
| Crimson | Red | 80–100 | Quantum Shards | Highest shard yield |
| Azure | Blue | 60–80 | Photonic Crystals | Stable warp formation |
| Emerald | Green | 40–60 | Organics | Production bonus |
| Violet | Purple | 70–90 | Exotic Materials | Rare-spawn bias |
| Amber | Orange | 20–40 | Radioactives | Hull damage hazard |
| Obsidian | Dark | 50–70 | Stealth tech | Sensor masking |
Coverage: 30–70% of cluster typical; 100% rare. Cluster entry points are never placed in core nebula sectors.
Sector¶
Special types and effects: - NEBULA — sensor interference (30–80% reduction by density), +1–5 turn movement penalty in cores, hosts quantum gathering. - ASTEROID_FIELD — mineable; movement hazards. - BLACK_HOLE — high danger, possible unique travel. - RADIATION_ZONE — hull damage if unshielded. - WARP_STORM — temporary; disables nearby tunnels.
Warp Tunnel¶
See Terminology > Warp Tunnel.
Cross-references¶
- Detailed turn rules: gameplay/turns.md
- Combat algorithms: gameplay/combat.md
- Ranking & reputation: gameplay/ranking.md
- Faction vs team distinction: gameplay/factions-and-teams.md
- Galaxy generation procedure: galaxy/generation.md